just scaleX -1 and reverse normals in your app or in Away.
note that if you do it in your app, some apps require for scaleX a
-100 value instead of one.
So, I'm curious what software obj parsing has been tested with.
The commented header of the class gives a list of tested app and
files. And a few more or updates unlisted.
There are, unfortunatly, no rules in 3d land when it comes to world
coordinates and orientations...
Fabrice
On Aug 9, 2009, at 12:07 AM, charglerode wrote:
So, I'm curious what software obj parsing has been tested with. I've
tried Silo, Hexagon and Modo, none of which give me an option to
reverse the x coordinates on export. I'm running out of options. How
do I solve this?
On Aug 7, 1:50 pm, Fabrice3D <[email protected]> wrote:
yes, a typical case of right to left handed system, the x vertexes
are
flipped.
Fabrice
On Aug 7, 2009, at 6:13 AM, charglerode wrote:
So I played around some more today and I finally discovered that
it is
the obj that is flipped. When I say flipped, I don't mean that it is
rotated 180 along an axis. I mean that the obj is a mirror of the
model I created. Any prominent features on the left side end up on
the
right side when loaded. So in turn, the textures are probably being
flipped as well. I'm not using bitmap material as I'm letting the
parser load the obj and the texture. Again, I verified that all
normals are correct. The model and texture appear correctly in Silo,
Modo and Hexagon.
On Aug 6, 3:28 am, Fabrice3D <[email protected]> wrote:
it's indeed depending on your exporter.
the parser uses, after testing many apps, the average conversion to
avoid extra corrections once loaded.
FYI not so long ago, it was required to rotate the loaded model 90
degrees and often were z inversed....
If you're texture is showing on the wrong side of the mesh then
your
normals
must be pointing the wrong way. I would try applying a wireframe
material to
see this.
@David
if the normals were inversed, you would see only the inside of the
model.
note that if you use BitmapMaterial
you can pass "showNormals:true" and "debug:true"
the material will then draw the faces and visualise the normals.
Fabrice
On Aug 6, 2009, at 10:24 AM, David Parks wrote:
If you're texture is showing on the wrong side of the mesh then
your
normals
must be pointing the wrong way. I would try applying a wireframe
material to
see this. And enable some camera movement so you can look around
the
texture
and see it from different angles. There's an easy tutorial on
camera
movement that you can do a quick copy and paste of, or if you
would
like I
have a simple test class for loading meshes that I enabled camera
movement
in which I can post for your simplicity if you ask about it.
If it's just your object that's flipped then this seems pretty
normal to me.
In my limited experience I've noticed that my meshes show up in
different
orientations depending on the app I output them with. Different
apps
use
different coordinate spaces (left handed, right handed, Z up, Y
up,
etc). I
did notice some apps I have been playing with lately offer an
option
to flip
Z and Y axis as "UP" in the export process. That feature will
depend
on your
3D software. Otherwise just applying the necessary rotations when
you load
the mesh is the right approach as far as I know of.
Dave
-----Original Message-----
From: [email protected] [mailto:away3d-
[email protected]] On
Behalf Of charglerode
Sent: Thursday, August 06, 2009 2:16 PM
To: away3d.dev
Subject: [away3d] Re: OBJ flipped
I went back and checked it again and it seems possible that it is
just
the texture that is flipped. Either way, has anybody encountered
this?
On Aug 6, 12:09 am, charglerode <[email protected]> wrote:
I'm loading an OBJ file and it appears that the texture is
flipped.
Upon further investigation I discovered that actually its my OBJ
that
is flipped so it turn the texture appears flipped. Would my 3d
package
be causing this? The coordinate system is pretty standard as far
as I
know. I have verified that my normals are correct. I've tried
exporting from both Silo and Modo.
Any ideas?
Thanks.